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Old 11-26-2011, 11:41 AM   #11
vierasmarius
 
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

Quote:
Originally Posted by lexington View Post
My recommendation would be to give disintegrators a weight factor (E) of 13 and a range factor (Rb) of either 2 or 3. Thought similarly extensive averaging and rounding their shots statistic (the table on page 14) should be about 500000, and to get the types of gun in Ultra-Tech you'll want a to make 6d the bare minimum damage allowed. It's not perfect but you can get fairly close and certainly make a consistent system for your own setting.
I just ran the numbers for the Disintegrator cannons, and got wildly different results. E: 60, Rb: 1, Shots: 14.4M, Cost: $2500. Assuming that the cannons have Small focal arrays, this returns exactly the same values as the book. (Note that I'm not including the x0.5 for Superscience, because Disintegrators are Superscience by default; Power cells are likewise ^ for x5 normal capacity).

Keeping all other variables the same, the Weight Factor for the Holdout Disintegrator is 44. The Pistol has a much longer range (meaning a Medium Focal Array) but this gives it E: 34. The Rifle has a Large Array, and E: 29. Costs are all over the place too.

Hmm... I guess I could just say that the Disintegrator technology isn't easily miniaturized, basically cutting in half the damage of smallarms (E: 30 instead of E: 60).

Last edited by vierasmarius; 11-26-2011 at 11:45 AM.
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Old 11-26-2011, 09:42 PM   #12
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

I just worked out some of the numbers for plasma guns and found some similar weirdness and inconsistency. While E is pretty stable at low damage values, it gets a little off in the cannon section, and Rb just varies all over the place. The Shots and Cells table is pretty solid, as long as you don't try to incorporate TL 10^ stuff (in which case the numbers looked pretty weird).

E: 8
Rb: 2.5 (arbitrarily because it works for my concept of plasma guns; actual range was between 1.6 and 6.6).
Acc: 2/4/8/12
Plasma Shots TL 11^-12^: 1,054 | 4,218 | 16,875 | 67,500
Rcl: 2
Cb: $2,000

Has anyone taken a stab at Ghost Particles or Conversion Beams yet?
Also, do you think we would be able to work out the various affliction guns?
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Old 11-27-2011, 03:23 AM   #13
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

Conversion Beams have identical stats to Disintegrators (with the modifications on UT131).

Ghost Particles have E:10, Rb:6, Acc:3/5/10/15, Shots:14,400 (TL11 C-Cell), Cost:$500/lb. Not sure why the Heavy version is labeled TL12^ instead of TL11^, they have identical underlying numbers. Could be errata.

It would be nice to get a spreadsheet that we can just plug these numbers into to get weapon stats. I could throw together something *extremely* simple, but it would be great to see one with drop-down menus and such. (wink wink, ericbsmith)
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Old 11-27-2011, 03:56 PM   #14
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

Link!

It's not as pretty as Eric's spreadsheets, but I won't smooth out the roughness until the functionality is complete. I'd still like to add in the rest of the beam types, sort out some way of doing affliction beams, and add in as many weapon accessories and options as possible.
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Old 11-29-2011, 12:27 AM   #15
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

Sniper Laser: A primitive attempt at making laser weapons relevant on the battlefield. Tailored to have similar performance to existing anti-material weapons it fell short on many counts with a much greater load for the soldier, slightly greater size, and somewhat degraded performance at extreme range. Despite these issues and (its hefty price tag) the weapon gained limited popularity in overwatch roles due to incredible accuracy and penetration. An 8x scope (included) came standard.

Code:
Name              Damage       Acc    Range     RoF  Shots  Weight  ST  Bulk  Recoil  Cost  LC
TL9 Sniper Laser  12d(2) burn  12+3   1700/5100  1   12(3)  35/1Ep  12   -8    1       $32000 1
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Old 11-29-2011, 06:16 AM   #16
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

I am making a bunch of weapons for Cidi in my space opera campaign. Here are a couple; they use the weight discount given for super-science. It seems to me that if Cidi can fit a sentient brain into their tiny heads, they should be able to take advantage of super-science electronic miniaturization as well.

Code:
Name                     Damage     Acc    Range    RoF  Shots  Weight  ST  Bulk  Recoil  Cost  LC
TL10 Cidi Laser Pistol  3d(2) burn   6    36/108     3   12(6)  .05/2A  1   -1    1       $20   3
TL10 Cidi Laser Rifle   5d(2) burn   12   330/1000   10  36(3)  0.41/B  2   -3    1      $360   3
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Old 11-29-2011, 07:40 AM   #17
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

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Originally Posted by vierasmarius View Post
I just ran the numbers for the Disintegrator cannons, and got wildly different results. E: 60, Rb: 1, Shots: 14.4M, Cost: $2500. Assuming that the cannons have Small focal arrays, this returns exactly the same values as the book. (Note that I'm not including the x0.5 for Superscience, because Disintegrators are Superscience by default; Power cells are likewise ^ for x5 normal capacity).

Keeping all other variables the same, the Weight Factor for the Holdout Disintegrator is 44. The Pistol has a much longer range (meaning a Medium Focal Array) but this gives it E: 34. The Rifle has a Large Array, and E: 29. Costs are all over the place too.

Hmm... I guess I could just say that the Disintegrator technology isn't easily miniaturized, basically cutting in half the damage of smallarms (E: 30 instead of E: 60).
I kinda think Pulver just arbitrarily assigned stats to disintegrators to make the follow Star Trek phasers and '50s monster-movie disintegrators, operating off of the notion that they're not remotely realistic so applying a consistent system to them was less important than making sure that a disintegrator pistol disintegrated people
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Old 11-29-2011, 10:36 PM   #18
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

I like this weapon design the best out of the one's I've seen so far. It's very easy to understand what is going to effect what and tweak the weapons to compensate for a particular idea. The other ones tend to lose me in the math or the physics.

Assault Blaster: The first Assault Blasters were developed as dangerous "range toys" on worlds far outside the civilized galaxy. Paramilitary units operating in close quarters adopted this model as a personal defense weapon, capable of serving in a variety of roles from personal side arm to suppressive weapon. Most home made models are barely controllable (RoF 20!).
Uses Beam Weapons (Rifle).

Code:
Name                  Damage     Acc   Range   RoF  Shots  Weight  ST  Bulk  Recoil  Cost  LC
TL11 Assault Blaster  4d(5) burn  5   150/450  20   35(3)  3.3/2C  6   -3    1       $9200 3
Derringer Mk12: The Saturday Night Special of TL12 weaponry. Designed to be small and cheap, sacrificing even basic sights in order to remain slim. Easily fits in a pocket or purse. Lushly decorated versions are known for their popularity among the military elite of certain worlds. Although not powerful enough to be relevant at TL12 their easy concealability has also made these lasers popular among being who enjoy "buzzing" primitive species, posing as wizards or gods.

Code:
Name                 Damage    Acc   Range RoF  Shots  Weight  ST  Bulk  Recoil  Cost  LC
TL12 Derringer Mk12  2d(3) burn  3   20/60  3   180(3)  .1/1B  1   -0    1       $9200 3
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Old 11-30-2011, 10:35 AM   #19
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

One more and I promise I'll stop.

Finger of God: Firing an FTL graser beam this tiny accurized rifle is the ultimate weapon for TL12^ assassinations. The integral scope has a targeting program (+2 Skill) included. Particularly skilled assassins can place a beam through a human head a nearly fifty miles. Stories of malevolent AIs applying to power of active targeting to make full use of its tremendous range are, of course, purely mythical.

The whole weapon can be disassembled to make it easier to gradually sneak into position. The scope is .5 pounds and Bulk -2, the beam emitter is .6 pounds and Bulk -2, the stock is .4 pounds, collapses down to Bulk -1, and contains no metal parts. An assassin must make a Armory (Beam Weapons)-3 or IQ based Beam Weapons (Rifle)-3 roll or the gun's Acc drops to 10 after being put back together.

Code:
Name                Damage            Acc    Range RoF  Shots  Weight  ST  Bulk  Recoil  Cost  LC
TL12 Finger of God  12d(10) burn sur  14+4   250000  3   8(3)  2/1C  2   -3    1       $10000 3
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Old 11-30-2011, 11:49 AM   #20
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Default Re: [UT] Beam Weapons (Pyramid Tech and Toys 2)

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Originally Posted by Humabout View Post
Link!

It's not as pretty as Eric's spreadsheets, but I won't smooth out the roughness until the functionality is complete. I'd still like to add in the rest of the beam types, sort out some way of doing affliction beams, and add in as many weapon accessories and options as possible.
Looks good, but it doesn't seem to work in Open Office.
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